Rayman 3: Hoodlum Havoc: Difference between revisions

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== Problems ==
== Problems ==
{{Problems|{{#vardefineecho:problems|
{{Problems|{{#vardefineecho:problems|
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== Enhancements ==
=== Anti-aliasing Shadows ===
=== Anti-aliasing Shadows ===
While using OpenGL backend, anti-aliasing causes Rayman's shadow to connect to his body by thin lines. Direct3D backend renders shadows properly for all anti-aliasing modes.
While using OpenGL backend, anti-aliasing causes Rayman's shadow to connect to his body by thin lines. Direct3D backend renders shadows properly for all anti-aliasing modes.
{{Image|GRHP41-2.png|Shadow Glitch|br}}
{{Image|GRHP41-2.png|Shadow Glitch|br}}
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== Enhancements ==
=== 16:9 Aspect Ratio Fix ===
=== 16:9 Aspect Ratio Fix ===
Rayman 3: Hoodlum Havoc's internal 16:9 aspect ratio option is ''flawed'', some objects are not rendered on the sides from certain distances, and it was designed with the expectation of square pixels, which the GameCube doesn't have, so the game looks more squished than its developers intended. This Gecko code changes the game's horizontal width to accurately fill the GameCube's 16:9 area, matching the look of the other versions, as well as fixing any rendering issues.
Rayman 3: Hoodlum Havoc's internal 16:9 aspect ratio option is ''flawed'', some objects are not rendered on the sides from certain distances, and it was designed with the expectation of square pixels, which the GameCube doesn't have, so the game looks more squished than its developers intended. This Gecko code changes the game's horizontal width to accurately fill the GameCube's 16:9 area, matching the look of the other versions, as well as fixing any rendering issues.